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Wounded Ronin
Regarding text editing, my problem is that whenever I'm using the internet I'm using a computer lab or terminal so I can't install any software such as Moonedit. I don't know whether or not that would make incorporating stuff I contribue more trouble than it's worth or not, but if you still want me to write up textual descriptions for new items (such as NIJ rated body armor) I'd be perfectly happy to do so the old fashioned way; via email or posting the descs to this forum for general review/copying and pasting. Let me know because I just want to help, so whether you want me to write something or not is perfectly okay with me either way.

Random question: is the "flak jacket" supposed to be a Vietnam war era ballistic nylon vest which, I've been told my an Army sergant, didn't even stop handgun rounds but was only effective against shrapnel?

Hyzmarca: do you think it would be cool and realistic to replace the "rocket rifles" with those gyrojet weapons you linked to? Maybe make them extremely accurate at distance and on autofire but tone down the damage a little. I don't know how you could simulate their suckitude at close range; maybe that isn't necessary for the gyrojet rifles rather than the Rocketeer pistol.


EDIT:

Check it out, someone's Vietnam account of carrying a gyrojet weapon.

QUOTE

As a Recon man I liked the weapon just fine: light, quiet, low-maintenance, and a hell of a punch. I lay beside a well-traveled trail ‘deep within enemy territory’ for most of a day waiting to shoot some poor suffering NVA bastard in the hip with it, but no one ever came. 

Never did shoot anyone with it. It was not silent, not like the true silenced .22 Hi-standards we often carried. But it was quiet, made a sort of "Psssssst!" sound like air escaping from a truck tire, maybe a half-second long. People would hear it, look around curiously like ‘What the hell was that?’ and go about their business, because it didn't SOUND like a weapon, it didn't SOUND dangerous! (I fired it in camp several times, demonstrating it, never got any attention at all.)”

“It was fully weatherproof, gun and rockets. I lay besides an LZ one day, hiding, waiting for the rain to stop and choppers to come. When I got back to CCC, I checked the pistol: the barrel and cocking/firing mechanism had filled completely with sand and clay that had washed down the bank to where I was lying on my chest.
I figured what the hell, let's shoot it off to see if it'll push the mud out. (Not like a regular pistol, where a plugged barrel would probably explode.)”

“I fired it, wondering if the rocket would clear the barrel. I was surprised to see the firing mechanism actually work despite all the sand and clay! But the rocket didn't clear the barrel: it went "Pssssst!"

just like always, but jammed in the barrel.”

“I took the pistol to the latrine, washed it out in a stream of water to clear out the sand. I recocked it manually (the "hammer" was in front of the rocket), poked a stick down the barrel and knocked the jammed rocket loose (it had only moved a fraction of an inch, it hadn't even recocked the "hammer". Then I removed the expended rocket, let a new rocket move up into the firing position, closed it back up again, and fired off the next rocket (that had been soaking wet for a week or more).  No problem, fired just fine.”

“The biggest problem was the feed design. The rockets all pushed down into the handgrip of the pistol against a spring and follower. Then, while holding that last rocket down, you slid forward this cover on the top of the "receiver" that held them all in place. Fine and dandy if you were going to just shoot them. But shame on you if you had a misfire (although I never did) or a jam (which I did, once, re above). You'd have to slide back that slide, meanwhile holding all the rockets down with your thumb, and then they'd all want to come springing out! The design really REALLY sucked. It should've had a magazine like a regular automatic, instead of everything being integral. Impossible to clear in combat, and a real PITA to reload too.  Never the less, I liked the pistol just fine.”


Summary and Thanks

Considering the results of the recent Gyrojet rocket pistol tests, it is probably a good thing that few were actually taken to Viet Nam.  Close range Gyrojet velocity/energy was sub-lethal and longer range accuracy was doubtful.  Also, as David Kirschbaum noted, clearing a jam or reloading a Gyrojet pistol during a fire fight was impractical.

Thanks are due to Leonard Yates for supplying the picture of Lt. Douglas G. Magruder’s personal Gyrojet pistol and for permitting to publish it.  Thanks also to the Web Master of the Classic Firearms site for allowing to publish excerpts from David Kirschbaum’s personal recollections of his experiences with a Gyrojet in Viet Nam.
Arethusa
Basically, if we have to do our parts separately, I have to wait for Austere to completely finalize the stuff he's doing with the weapons (I think he said he was fixing damage and rates of fire). Then I have to go in and fix ranges and capacities, which is a bitch. Then I have to pass the files on to you for descriptions. It isn't that it's not worth the trouble, but it does dramatically slow down the process, and if Austere or I has second thoughts about some values, we have to wait to get the files back to fix anything. On top of this, if anyone else wants to do something, it's another person on the chain and it basically just slows things down further.

Are you not able to install programs or are you not able to run anything? I could just send you the necessary MoonEdit files (it's basically just the executible, and if you're able to download that and run it, you should be fine. Provided we can get a server, anyway. Unfortunately, there's no way I can provide that.

As for the flak jacket, I think they are supposed to represent Vietnam era flak jackets. The flak jackets in the game certainly don't stop even the weakest pistol rounds.

If the rocket rifles are staying in Realistic mode, it would make sense to change them to Gyrojets. I just don't like the idea of having them in at all. I'm not sure one's ever even seen combat.
Wounded Ronin
QUOTE (Arethusa @ Aug 29 2006, 10:43 PM)
Basically, if we have to do our parts separately, I have to wait for Austere to completely finalize the stuff he's doing with the weapons (I think he said he was fixing damage and rates of fire).  Then I have to go in and fix ranges and  capacities, which is a bitch.  Then I have to pass the files on to you for descriptions.  It isn't that it's not worth the trouble, but it does dramatically slow down the process, and if Austere or I has second thoughts about some values, we have to wait to get the files back to fix anything.  On top of this, if anyone else wants to do something, it's another person on the chain and it basically just slows things down further.

Are you not able to install programs or are you not able to run anything?  I could just send you the necessary MoonEdit files (it's basically just the executible, and if you're able to download that and run it, you should be fine.  Provided we can get a server, anyway.  Unfortunately, there's no way I can provide that.

As for the flak jacket, I think they are supposed to represent Vietnam era flak jackets.  The flak jackets in the game certainly don't stop even the weakest pistol rounds.

If the rocket rifles are staying in Realistic mode, it would make sense to change them to Gyrojets.  I just don't like the idea of having them in at all.  I'm not sure one's ever even seen combat.

I can't install in most cases since most of the computers I have access to are lab computers with installation of programs disabled. I do have a laptop I brought with me on which I can install things but the problem is that that laptop dosen't have updated AV software so I try to keep it "clean" by not connecting it to the internet and scanning my jump drive on computers with updated AV software.

I suppose that I could install a program on that laptop to edit files if I'm careful as always about keeping whatever I bring the files on virus-free, but if the laptop if offline does that defeat the purpose of using MoonEdit?

EDIT: I can run executables, though, if I don't install anything. I remember I was able to get the old abandonware version of Pirates to run since nothing had to be installed for that. So if all I have to do is run an executable, I think that would probably work.

EDIT 2: It would be easiest to just get rid of the rocket rifles for "realistic", and I'm perfectly okay with that over speculating about how a gyrojet would theoretically perform. If you remove it from the EQ tables for the mooks, don't forget to also take it away from Deidranna. IIRC Deidranna is equipped with a rocket rifle. Time to give her something classy instead...like the sphinx! wink.gif
Arethusa
Yeah, it's distributed in an installer, but the actual program is a standalone .exe. Provided we can get a server, I can attach it an email it to you.

[edit]

Can't sleep. Sphinx'll eat me.
Wounded Ronin
QUOTE (Arethusa @ Aug 30 2006, 01:26 AM)
Yeah, it's distributed in an installer, but the actual program is a standalone .exe.  Provided we can get a server, I can attach it an email it to you.

[edit]

Can't sleep.  Sphinx'll eat me.

Great. Looking forward to it, then. Maybe we should ask at the Bear Pit for hosting? I'm sure someone has some servery goodness there.

EDIT: I'm already getting pumped up to edit the Flak Jacket entry to reflect its history. Wikipedia has a good description I can draw from.

QUOTE

http://en.wikipedia.org/wiki/Flak_jacket

A flak jacket is a form of protective clothing originally developed by the Wilkinson Sword company during World War II to help protect Royal Air Force (RAF) air personnel from the flying debris and shrapnel thrown by German anti-aircraft guns' flak (Fliegerabwehrkanone), a type of exploding shell. The jacket consisted of titanium plates sewn into a waistcoat made of ballistic nylon (a material engineered by the DuPont company); therefore, flak jackets functioned as an evolved form of plate armour.


Were flak jackets ever rated by the NIJ?
hyzmarca
QUOTE
do you think it would be cool and realistic to replace the "rocket rifles" with those gyrojet weapons you linked to? Maybe make them extremely accurate at distance and on autofire but tone down the damage a little. I don't know how you could simulate their suckitude at close range; maybe that isn't necessary for the gyrojet rifles rather than the Rocketeer pistol.


Well, it would certainly be more realistic for the weapon to be based on the gyrojet. Deploying them is another story. Only two people were known to have carried them in Veitnam and one of them died there. There is a reason that they weren't officialy issued. They aren't exactly practical weapons, all things being equal. They are less practical today since the projectiles alone were worth about $50 each last time I checked.
Having a crazy dictator with a penchant for exotic weapons wield one is perfectly reasonable, however. If I were a crazy dictator in a mineral rich country I might as well spend an absurd amount of mony on an impractical weapon.

No one makes the rockets any more so there is an absolute limit on the number of times all gyrojet weapons can be fired and each time a gyrojet is fired the value for the ammo will go up, unless someone builds a plant.
I suspect that wielding one would be more of a status thing, like eating an endangered species that costs thousands per plate, tastes like vomit, and is toxic.
Wounded Ronin
Heh heh, Hyzmarca injects social satire into JA2. Too bad we can't re record lines.

Deidranna: "NOOOO I'm out of rockets forever. Time to run!"



Another topic: the more I read about armor on wikipedia the more I'm convinced it makes less sense to call the items "zylon vest" or "spectra vest" and more to just have the items be specific products, such as "flak jacket", "interceptor armor", (whatever preceeded the interceptor armor that didn't stop rifle rounds), and "dragon skin armor". Thoughts?
Arethusa
QUOTE (Wounded Ronin)
Great. Looking forward to it, then. Maybe we should ask at the Bear Pit for hosting? I'm sure someone has some servery goodness there.

Yeah, we should probably move over there soon. Or possibly keep this thread going with updates on progress (and invitations for help) but move the discussion over there.

QUOTE (Wounded Ronin)
Were flak jackets ever rated by the NIJ?

I don't believe so.

QUOTE (hyzmarca)
If I were a crazy dictator in a mineral rich country I might as well spend an absurd amount of mony on an impractical weapon.

If I were a crazy dictator, I think I'd just get a SCAR and call it a day.
Wounded Ronin
They say that on Friday they're gonna release a big patch. Maybe it would make sense to see the updates the patch made and then revise those? Just a thought.

Since I'm a day ahead of the US I'll probably have to get to the console on Sunday or something to be sure that I can download this update.
Arethusa
Unless I've misread, the patch is basically what's already available on the SVN, which Austere's been working from and which I just got and have been poking around with. I'm guessing you haven't seen that, yet, though, given your connection situation. Pulling it file by file would basically take you as long as waiting for Sunday.

The patch is a major improvement in a lot of areas, but a lot of things still don't make sense and need fixing. Still, probably would be best to wait for the patch to actually hit before getting involved in development of any kind over there.
Austere Emancipator
************!

ADSL modem blew up during a thunderstorm, been offline pretty much since my last post here.

Sooo...
First of all, playing through the game, I've been noticing a lot of stuff that I shouldn't've changed before seeing what the item actually looks and behaves like in-game -- for example, I had no idea which weapons were supposed to have in-built foregrips, bipods, reflex sights, etc. etc.

Also, I pretty much have to do the whole thing all over again anyway, because for some reason the ammunition thing has caused all weapons which are fed from magazines that come after the newly introduced "flechette" shotgun ammo in Magazines.xml to be fed with "Nada" instead when dropped by enemies, and some of those weapons thereafter always produce a "Nada" object when their ammo is ejected. I have no idea what causes this, because I quintuple-checked all the ammo references and they're correct. Oh well.

So, uhh, yeah, I think I'll wait a moment as well, then I'll try and work through the changes logically so I don't have to do patch-up jobs like last time.

BTW, I don't mind workind with any items -- from weapons to ammo to armor to explosives and so on -- so if any of you'd like to work with specific item(/file) groups, let me know and I won't edit those without telling you about it.

[Edit]Wounded Ronin: I noticed you asked about the "gory death" thing: there is an actual attribute for that in Weapons.xml called "<MaxDistForMessyDeath>", and it is indeed 7 for most weapons. If you want to make sure you get lots of gore, run a find/replace in that file, replacing "</MaxDistForMessyDeath>" with "00</MaxDistForMessyDeath>". wink.gif [/Edit]
Shrike30
Hell, I'm just trying to figure out something I can do besides occasional commentary. nyahnyah.gif I've been moving from an apartment to a house, and (hopefully) will be done by midnight tonight. After that, I'm not sure life gets any more sane, but it's worth a shot...
Arethusa
If we're basically back to the beginning, I think we should get a thread started over there letting them know what we have in mind and basically just asking how to get involved. Doing stuff individually just seems like a great way to end up with either obsolete or non working code, given the speed of their updates. New release is just about here, so now seems as good a time as any.
Austere Emancipator
Yeah, as soon as I can wrap my head around everything I would like to change and why, I'll start a general thread for that sorta thing over there. I don't want to simply start listing everything I disagree with in all the xml's, because nobody is going to want to read that. Anyone who can put the general idea into words is free to start a thread there, of course. I doubt our opinions about the issues or what we'd like to see changed are too varied.

Right now, it doesn't seem to good, what with the person in charge of weapon stats convinced that Tres Haute Vitesse, SS190 and Glaser rounds perform as well as or better than JHPs against unarmored humans.
Wounded Ronin
QUOTE (Austere Emancipator)

[Edit]Wounded Ronin: I noticed you asked about the "gory death" thing: there is an actual attribute for that in Weapons.xml called "<MaxDistForMessyDeath>", and it is indeed 7 for most weapons. If you want to make sure you get lots of gore, run a find/replace in that file, replacing "</MaxDistForMessyDeath>" with "00</MaxDistForMessyDeath>". wink.gif [/Edit]

Thanks, I'll do that. In any case, it never made sense that a lapua magnum round upside the skull might decapitate me at 7 squares but not at 15. A big cartridge to the head is a big cartridge to the head...
Austere Emancipator
I guess once it's gone subsonic or nearly so, the brain splatter will not be as pronounced as it is at 3000fps. But judging by the material at Ogrish.Com I'd say shattering the target's skull should be trivial at several hundred meters.
Shrike30
I might suggest to them something along the lines of making "baseline" P90 ammunition their "AP", with the hollowpoint P90 ammo being treated as "ball." If there's some super-AP version of 5.7x28mm, that can be their "XAP" ammo. Then, just tweak the damage numbers down somewhat.
Arethusa
That's basically what's already done with rifles. The standard ammo is AP, which sort of doesn't make sense, but is better than treating standard rifle ammo the same way pistol FMJ is treated. Ideally, I'd like to have rifle ball treated the way AP is now, but also have genuine rifle AP in the game.

In any case, yeah, definitely makes sense to treat SS190 ball as AP. There's no "XAP" or "super-AP" version of the 5.7x28mm roung that I know of, though. Then again, the game probably has 5.7x28mm glasers that I just haven't seen yet...

Also, I'll get that thread up tonight over there to at least get things going. Details can follow.
Austere Emancipator
Thing is, as it is, AP, XAP and Ball do the exact same damage to unarmored targets, the only thing that changes is the armor modifier (and object modifier and some other crap).

However, I emphatically agree that some sort of revision of the way the ammo types are used would be nice. With potentially dozens of different ammo types, every single caliber could be tuned to have specific effects against armor and tissue with specific loads. There's no real need for pistol-caliber AP-rounds to be treated the same as assault rifle FMJs.
Shrike30
If I read some of their forum stuff correctly, their AP ammo worked in a similar fashion to the CP2020 AP... that is, it reduced armor but reduced damage, as well. If that's not the case, there'd be no advantage to choosing ball over AP? Hm...
Austere Emancipator
The advantages of the different ammo types are laid out here, and you can check them for yourself in the Ammotypes.xml (or something like that) in your Data1.13(?)/Tabledata folder. Ball, AP and XAP all do 1x damage both before and after armor. Freakishly, cold-loaded Ball, AP and XAP retain the full armor piercing capability of the basic types, only suffering from a 0.95x (or something like that) damage modifier after armor has been checked.

This is among the first things I changed.
hyzmarca
QUOTE (Arethusa)
QUOTE (hyzmarca)
If I were a crazy dictator in a mineral rich country I might as well spend an absurd amount of mony on an impractical weapon.

If I were a crazy dictator, I think I'd just get a SCAR and call it a day.

Dude, you need a unique and distinctive weapon to prove that you're a boss and the higher you rank the ore unique and distinctive your weapon must be. A SCAR may work for a First Boss but it will make you a laughing stock at the Final Boss conventions. Even the giant heart from Contra will laugh at you. At least it had pods that shot alien spiders.

In a realistic military game the final boss needs, at the very least, a grenade launcher.
Arethusa
That gave me an idea for the best game ever.

Contra: Che

Final boss: Bolivian army.

"This game is fucking impossible!"

Anyway, on topic, I was going to get that thread started, but I've been noticing a lot of resistance in threads started by Ronin and (I think) Austere. Some people are open to reasonable discussion, but a few might as well still believe in fairies for all I can tell. And hydrostatic shock... augh.

The main problem is that as the mod is structure now, it is ironically impossible to make a mod that remain relevant for any amount of time. Not to mention that these sorts of changes for realism quite bluntly belong in the core release, because if their intent was to keep the game unrealistic and silly, they've gotten pretty far from JA2's level of Silly Shit. Of course, they've created new problems with glasers and whatever the hell AET is, but I get the feeling this is because a lot of them think that's actually real.
Crusher Bob
Reverse Ogive bullets are occasionally also described as 'AET'. Here's some photos. They cause all sorts of feed problems, and I doubt they produce the magic bullet effects people sometimes attribute to them, but there you go.

I also notice from reading the link that glaser safety slugs have spent time in the same extra angry furnace used to dikote things.

And they are describing the projectiles from the rocket rifles as proximity fused?! rotfl.gif
Arethusa
Yeah, from Austere's post, I realized AET was supposed to be reverse ogive. Would never have guessed from their ingame description.

Really, I had some hope for this project, but after their gun "experts" basically threw a fit and took their ball and went home, I'm not so sure.
Austere Emancipator
BTW, I managed to get all the ammo, etc., to work with the newest version properly. The xml's I've edited are all here. I guess I better continue the EnemyGunChoices.xml further now that I've got Grumm and am seeing more and more dudes with XM-25s loaded with thermobaric 25mms...

[Edit]Done, EnemyGunChoices extended all the way through to the ultraelite options and tweaked EnemyItemChoices a bit.[/Edit]
Kagetenshi
You could always fork the project.

~J
Arethusa
Possible, but there's a lot of trouble in that, starting with the fact that their project isn't anywhere near done, which means a lot of stuff is still hardcoded and needs to be externalized. On top of this, the monthly updates are fairly dramatic, and any hope of maintaining a mod running parallel is, if not futile, at least destined for a lot of unnecessary pain.

And honestly, theses are changes that simply belong in the mod.
Wounded Ronin
Well, fuck me with a "bloody throwing knife". I played my June release version of 1.13 all weekend only to find that in most of the Meduna sectors the game would CTD every time the enemy troops saw my guys. I don't know whether this is a 1.13 thing or a JA2 general thing, because I also had problems in vanilla JA2 with CTD in the Meduna sectors. Have any of you had Meduna stability issues? I'm about to go and check to see if the new update is available and I'm just gonna get that and hope that Meduna is magically more stable in it.
mfb
i've had crash problems pretty much throughout the game. sometimes, going back to an earlier save helps, sometimes not. the crash issues are why, despite playing it many times, i've never actually beaten JA2.
Wounded Ronin
QUOTE (Arethusa)
Possible, but there's a lot of trouble in that, starting with the fact that their project isn't anywhere near done, which means a lot of stuff is still hardcoded and needs to be externalized. On top of this, the monthly updates are fairly dramatic, and any hope of maintaining a mod running parallel is, if not futile, at least destined for a lot of unnecessary pain.

And honestly, theses are changes that simply belong in the mod.

I suppose that you could just wait for them to "finish" the product and then make the edits, in a worst case scenario.
Wounded Ronin
QUOTE (mfb)
i've had crash problems pretty much throughout the game. sometimes, going back to an earlier save helps, sometimes not. the crash issues are why, despite playing it many times, i've never actually beaten JA2.

Well, I'm glad that I wasn't the only one. Of course, the whole issue makes me wonder about the playtesting of that game. Weren't any of the playtesters ever like, "Yo, dev man, we can't finish your game!"?
Austere Emancipator
I'm willing to bet they will never "finish" it. It seems much more likely the development team will disintegrate before they all agree they're done with the project. Unless that's what you meant.

Anyhow, since one kind soul coded an armor coverage check into the code and externalized that stat for all body armor, I'll just go ahead and edit everything to my own preference and if new versions require lots of work to keep those tweaks I'll simply not update.
Wounded Ronin
QUOTE (Austere Emancipator)
I'm willing to bet they will never "finish" it. It seems much more likely the development team will disintegrate before they all agree they're done with the project. Unless that's what you meant.

Anyhow, since one kind soul coded an armor coverage check into the code and externalized that stat for all body armor, I'll just go ahead and edit everything to my own preference and if new versions require lots of work to keep those tweaks I'll simply not update.

Yeah, that's what I meant. "Finish" in any sense of the word.

Any text you need me to bang out for you? Which file are the text descriptions stored in, anyway?
Arethusa
QUOTE (Wounded Ronin)
Well, fuck me with a "bloody throwing knife". I played my June release version of 1.13 all weekend only to find that in most of the Meduna sectors the game would CTD every time the enemy troops saw my guys. I don't know whether this is a 1.13 thing or a JA2 general thing, because I also had problems in vanilla JA2 with CTD in the Meduna sectors. Have any of you had Meduna stability issues? I'm about to go and check to see if the new update is available and I'm just gonna get that and hope that Meduna is magically more stable in it.

That crash should have been fixed in the last release. I ran into the same problem in Grumm, but updating to the SVN a few days ago fixed it. I'm sure the current release covers it.

As for the mod being finished, I agree with Austere. These guys'll never be "done". Which is why I wanted to get this stuff into the actual release. It's looking more and more like it's more trouble than it's worth.
Austere Emancipator
All the things I'm modifying are in the Data-1.13/TableData folder. The xmls I've done major editing in can be found here -- though they might not be compatible with older ja2.exe revisions, and some (Armours, Items) will be updated shortly as I finish this coverage thing.

I'm not sure if it's fair for me to ask for descriptions from others when I've statted the objects myself -- I remember what all the armor, for example, is supposed to be like and I can almost remember how I statted it, but someone else would have to cross-check all that info between the xmls.

On the other hand, I am going to try and take university seriously when the new term begins, in... uh oh, it's 1:25 AM, so about 33 hours. After that I might not have the energy to mess with any of the descriptions.
Wounded Ronin
QUOTE (Arethusa)
QUOTE (Wounded Ronin @ Sep 3 2006, 06:16 PM)
Well, fuck me with a "bloody throwing knife".  I played my June release version of 1.13 all weekend only to find that in most of the Meduna sectors the game would CTD every time the enemy troops saw my guys.  I don't know whether this is a 1.13 thing or a JA2 general thing, because I also had problems in vanilla JA2 with CTD in the Meduna sectors.  Have any of you had Meduna stability issues? I'm about to go and check to see if the new update is available and I'm just gonna get that and hope that Meduna is magically more stable in it.

That crash should have been fixed in the last release. I ran into the same problem in Grumm, but updating to the SVN a few days ago fixed it. I'm sure the current release covers it.

As for the mod being finished, I agree with Austere. These guys'll never be "done". Which is why I wanted to get this stuff into the actual release. It's looking more and more like it's more trouble than it's worth.

Thanks for the CTD info.

Regarding not getting the XMLs put into a release at this time: it would seem to me that at the very least the people who are really interested in "realism" rather than "gameplay" or whatever could download them and use them. Even though the main 1.13 "engine" may be revised I'd guess that you'd still be able to use the custom .xmls for some time until they do some major engine revision that actually makes them incompatible. And if enough people end up really liking the revised xmls maybe they'd be incorporated into a later release.
Austere Emancipator
Well, it only took the split into wood, urban and desert camo and the introduction of a few new guns, one new ammo type, and some misc gear to require a dozen or so hours' work to get the xmls updated, and I'm not sure how many times I'm going to want to do that. smile.gif

I should try and open a thread for all of my preferred tweaks tomorrow on those forums, and if people aren't interested I'll just keep playing with them by myself.
Wounded Ronin
QUOTE (Austere Emancipator)
All the things I'm modifying are in the Data-1.13/TableData folder. The xmls I've done major editing in can be found here -- though they might not be compatible with older ja2.exe revisions, and some (Armours, Items) will be updated shortly as I finish this coverage thing.

I'm not sure if it's fair for me to ask for descriptions from others when I've statted the objects myself -- I remember what all the armor, for example, is supposed to be like and I can almost remember how I statted it, but someone else would have to cross-check all that info between the xmls.

On the other hand, I am going to try and take university seriously when the new term begins, in... uh oh, it's 1:25 AM, so about 33 hours. After that I might not have the energy to mess with any of the descriptions.

Well, I can't guarantee that I'd write, on my first try, exactly the descriptions you'd want if you were writing them yourself, but I'd do my best to put something in there which is either informative or entertaining. I wouldn't mind writing them at all, either, since I'd probably spend many hours playing with the XMLs and would myself appreciate having a nice polished feel with the items.
Austere Emancipator
If you don't mind cross-checking the xmls, I will gladly let you have the pleasure of writing the descriptions. smile.gif

Right now, what would most profit from good descriptions is the armor, ie. ubItemClass 2048 in Items.xml. The ubClassIndex of all 2048-class items in Items.xml points to that armor's uiIndex in Armours.xml. All that the descriptions need are quick notes on protective level -- I'm thinking ubProtection (found in Armours.xml) 25 is around NIJ level II, 28 NIJ level III-A (or 23/26 for leggins/helmets, because even a little bit of blunt trauma can be a bit more nasty on your shin or forehead), etc. -- how restricting the armor is -- based on the AimBonus and APBonus (penalties) given in Items.xml for each item -- and what its coverage is (ubCoverage in Armours.xml).

After that you can go wild with them. I don't mind if you end each description with "KE KE KE KE KE ROFL!" as long as I don't have to write them. biggrin.gif And just getting the non-coated or treated basic armors out of the way would be a huge help -- I don't think we need to bother with the more exotic armor.

[Edit]Oh, right, the files. Items.xml and Armours.xml. These two should not cause any real trouble even if you copy them directly to your own Data-1.13/TableData folder, but just to be on the safe side you might want to keep them separate until you get the newer revision.[/Edit]
Wounded Ronin
Let me make sure I understand what I need to do. I need to go through Items.xml and Armours.xml and, in both files, insert a description that ubProtection 25 is NIJ level II, that 28 is NIJ level III-A on the body and 23 and 26 for the head and legs respectively.

Next, the bigger the AimBonus and APBonus numbers given in Items.xml, the more bulky I say the item is.

After that, I check ubCoverage in Armours.xml and...do I go with the description here?

http://www.ja-galaxy-forum.com/forums/ulti...c;f=20;t=000082

QUOTE

Coverage levels. I've set coverage levels of all helmets and concealable vests to 70%, and 85% for other vests. All leggings are considered to be groin flaps with coverage 30%. Finally, plate inserts have 50% coverage.


Lastly, do I need to do a Bobby Ray's description? And if so, where is that?

Austere Emancipator
The descriptions (szItemDesc is the general one and szBRDesc is for Bobby Ray's) only appear in Items.xml, so you won't actually need to edit Armours.xml at all. Unless you find something about it that you don't like. wink.gif

As far as I'm concerned, Bobby Ray's and the general descriptions can be the exact same text. Unclear BR descriptions are a bit of a pain if you don't know what the item does.

AimBonus and APBonus for the armors are all negative numbers, unless I've fucked up, but yeah, the more negative the values are (the bigger the penalties), the bulkier you can describe them.

For the coverage, you can just wing it -- I changed the coverage figures from the ones Captain J describes in that thread. For example, since most helmets range from 65 to 75, the 65 probably looks like this while the 75 is more like this. The same thing with the vests -- lowest coverages are concealables that might not even have ballistic protection on the shoulders, while the highest are tactical outer vests with high neck cover, groin protectors and even upper arm sleeves. With leggins, the lower ones are like these, the higher more like these. Or if you feel like it, just write down the percentage value -- we've got the images for visuals anyway. smile.gif
Wounded Ronin
Great. I'll try and snag the files sometime today, then. When I'm done editing, what's the best way for me to get them back to you?
Austere Emancipator
Humm. I'll PM my email to you, if your email can handle a 4.4meg attachment.
Arethusa
Do you still need me to go over gun stats to fix ranges and rofs? Or anything else, for that matter?
Austere Emancipator
I can't say need -- if you aren't planning on using the xmls yourself I wouldn't dream of asking you to do it. But if you're interested, go ahead. It would make the whole thing a bit more sensible for players other than me. smile.gif

The files are now all available here, including the version of ja2.exe with the coverage function coded in by Captain J (this will probably be updated in the near future). If anyone's interested in modding it but doesn't have a handy place to put up the files, sign up at wikispaces.com and either ask for membership at ja2dumpshock.wikispaces.com or create a new one. I'll check the MoonEdit thing tomorrow.
Wounded Ronin
QUOTE (Austere Emancipator)


The files are now all available here, including the version of ja2.exe with the coverage function coded in by Captain J (this will probably be updated in the near future). If anyone's interested in modding it but doesn't have a handy place to put up the files, sign up at wikispaces.com and either ask for membership at ja2dumpshock.wikispaces.com or create a new one. I'll check the MoonEdit thing tomorrow.

In order to have armor coverage in my game, should I first download the new update at the 1.13 wiki and then overwrite the .exe with the ja2.exe which you've linked to here?
Austere Emancipator
Yeah, that'd be safest. There could be trouble using the new exe with old files. To be absolutely sure, it might be a good idea not to overwrite, even, and just rename the newest unmodded exe
Arethusa
QUOTE (Austere Emancipator)
I can't say need -- if you aren't planning on using the xmls yourself I wouldn't dream of asking you to do it. But if you're interested, go ahead. It would make the whole thing a bit more sensible for players other than me. smile.gif

Hey, I want to help. I'm just not sure what exactly's done, what's not done, and who's got what covered.
Wounded Ronin
QUOTE (Austere Emancipator @ Sep 4 2006, 05:31 AM)
Yeah, that'd be safest. There could be trouble using the new exe with old files.  To be absolutely sure, it might be a good idea not to overwrite, even, and just rename the newest unmodded exe

The armor coverage .exe had a smaller filesize than the update .exe so I decided not to use it. As we speak, so to speak, I'm editing the armor descriptions. Just to give a feel here's my revised description for the flak jacket. Is it too long, or just right?

QUOTE

This armor is a relic from World War II and the Vietnam War.  It's a 20th Century version of platemail constructed of DuPont ballistic nylon and metal plates.  It was designed to protect servicemen from shrapnel but is ineffective even against direct fire with a handgun.


Here's my BR desc:

QUOTE

A true collector's find!  This Vietnam-era flak jacket is constructed with DuPont's original ballistic nylon.  The perfect gift for the military historian in your family!
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